Attempt2/lib/classes/state_machine.gd

67 lines
2.0 KiB
GDScript

class_name StateMachine extends Node
#export (NodePath) var starting_state
export var debug_state_machine: bool = false
# I guess I would declare a number of states here
#export (Reference) var states # Doesn't work
#var starting_state: State
var current_state: State
#var state_modifiers: Array
export(Dictionary) var states :Dictionary
# Initialize the state machine by giving each child state a reference to the
# parent object it belongs to and enter the default starting_state.
func init() -> void:
# for child in get_children():
# if child is State:
# if debug_state_machine:
# print("Initializing State Node: ", child.name)
## child.modifier_stack_ref = state_modifiers
# if debug_state_machine:
# child.debug_state = true
for s in states.keys():
var this_state = states.s
if this_state is State:
if debug_state_machine:
print("Initializing State Node: ", s)
this_state.debug_state = true
# Change to the new state by first calling any exit logic on the current state.
func change_state(new_state: State) -> void:
if current_state:
current_state.exit()
current_state = new_state
current_state.enter()
# if(state_modifiers.size() > 0 and debug_state_machine):
# print("Active Modifiers:")
# for mods in state_modifiers:
# print(mods.name)
func change_to_known_state(new_state_name: String) -> void:
if new_state_name.empty() == false:
if states.has(new_state_name):
change_state(states[new_state_name])
else:
push_warning("Attempt to switch state to unknown: " + new_state_name + get_parent().name)
change_state(states["default"])
# Pass through functions for the Player to call,
# handling state changes as needed.
func process_physics(delta: float) -> void:
change_to_known_state( current_state.process_physics(delta) )
func process_input(event: InputEvent) -> void:
var new_state = current_state.process_input(event)
if new_state:
change_state(new_state)
func process_frame(delta: float) -> void:
var new_state = current_state.process_frame(delta)
if new_state:
change_state(new_state)